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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  


#ifndef SAMPLE_CUSTOM_GRAVITY_H
#define SAMPLE_CUSTOM_GRAVITY_H

#include "PhysXSample.h"
#include "characterkinematic/PxController.h" // for PxUserControllerHitReport
#include "PxShape.h"
#include "KinematicPlatform.h"

namespace physx
{
	class PxBoxController;
	class PxCapsuleController;
	class PxControllerManager;
}

class SampleCustomGravityCameraController;

//#define CONTACT_OFFSET			0.01f
#define CONTACT_OFFSET			0.1f
#define STEP_OFFSET				0.1f
#define SLOPE_LIMIT				0.0f
#define INVISIBLE_WALLS_HEIGHT	0.0f
#define MAX_JUMP_HEIGHT			0.0f
//#define USE_BOX_CONTROLLER

	struct Planet
	{
		PxVec3	mPos;
		float	mRadius;

		PX_FORCE_INLINE	void	getUpVector(PxVec3& up, const PxVec3& pos)	const
		{
			up = pos - mPos;
			up.normalize();
		}
	};

	PxMat33 fromTo(const PxVec3& from, const PxVec3& to);

	class SampleCustomGravity : public PhysXSample, public PxUserControllerHitReport
	{
		public:
												SampleCustomGravity(PhysXSampleApplication& app);
		virtual									~SampleCustomGravity();

		///////////////////////////////////////////////////////////////////////////////

		// Implements SampleApplication
		virtual	void							onInit();
        virtual	void						    onInit(bool restart) { onInit(); }
		virtual	void							onShutdown();
		virtual	void							onTickPreRender(PxReal dtime);
		virtual	void							onTickPostRender(PxF32 dtime);
		virtual void							onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);		
		virtual void							onPointerInputEvent(const SampleFramework::InputEvent& ie, physx::PxU32 x, physx::PxU32 y, physx::PxReal dx, physx::PxReal dy, bool val);
		virtual void							collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);

		///////////////////////////////////////////////////////////////////////////////

		// Implements PhysXSampleApplication
		virtual	void							helpRender(PxU32 x, PxU32 y, PxU8 textAlpha);
		virtual	void							descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha);
		virtual	void							customizeSample(SampleSetup&);
		virtual	void							customizeSceneDesc(PxSceneDesc&);
		virtual	void							onSubstep(float dtime);
		virtual	void							onDebugObjectCreation(PxRigidDynamic* actor);
		virtual PxU32							getDebugObjectTypes() const;
//		virtual	PxReal							getDebugObjectsVelocity()			const	{ return 0;}

		///////////////////////////////////////////////////////////////////////////////

		// Implements PxUserControllerHitReport
		virtual void							onShapeHit(const PxControllerShapeHit& hit);
		virtual void							onControllerHit(const PxControllersHit& hit)		{}
		virtual void							onObstacleHit(const PxControllerObstacleHit& hit)	{}

		///////////////////////////////////////////////////////////////////////////////

		// dynamics
				void							resetScene();

		///////////////////////////////////////////////////////////////////////////////

				void							buildScene();

		///////////////////////////////////////////////////////////////////////////////

				PxVec3							mTouchedTriangle[3];
				bool							mValidTouchedTriangle;

		///////////////////////////////////////////////////////////////////////////////

				std::vector<PxRigidDynamic*>	mDebugActors;
				KinematicPlatformManager		mPlatformManager;

				Planet							mPlanet;

		// Camera and Controller
				SampleCustomGravityCameraController*		mCCTCamera;
#ifdef USE_BOX_CONTROLLER
				PxBoxController*				mBoxController;
#else
				PxCapsuleController*			mCapsuleController;
#endif
				PxControllerManager*			mControllerManager;
				RenderBaseActor*				mRenderActor;
				PxExtendedVec3					mControllerInitialPosition;
				PxReal							mControllerRadius;
#ifdef USE_BOX_CONTROLLER
				PxBoxController*				createCharacter(const PxExtendedVec3& position);
#else
				PxCapsuleController*			createCharacter(const PxExtendedVec3& position);
#endif

		///////////////////////////////////////////////////////////////////////////////
		
		// rendering
				RenderMaterial*					mSnowMaterial;
				RenderMaterial*					mPlatformMaterial;
				bool							mDrawInvisibleWalls;
				bool							mEnableCCTDebugRender;

		// Platforms
				KinematicPlatform*				createPlatform(PxU32 nbPts, const PxVec3* pts, const PxQuat& localRot, const PxVec3& extents, PxF32 platformSpeed, PxF32 rotationSpeed);
	};

#endif